The new appearance of the Creep. It's spectacular how it slides out along the ground when it's expanding which you can see briefly in a couple of the gameplay videos. That being said, it seems to bear too much resemblance to the Blight from WarCraft 3. I think that may be the result of the white-ish cracled lines running across it, combined with the fact that it looks extremely thin and flat. It's supposed to be a thick nutrient layer for the buildings, so it would be nice if it looked more thick- especially by giving it a shadow between that and the land that it's coating.
In addition to that, the buildings should look as though they're actually extending into the Creep and drawing nutrients out of it, rather than just a big tentacled building sitting on top of it flailing around. The vein coated look is gone, so some of the buildings seem a bit out of place. Some small veins and tentacles extending up from the creep onto the building would help it with depth as well, and help to make the Buildings look like they're a living part of the Creep itself rather than structures set atop them. I want to see the Building pulse as they draw the nutrients out from the Creep underneath them. Even something like a transparent layer around the base of the buildings that have little tentacles and veins rooting themselves into the Creep to make it all seem like a large fluid living organism.
Compare the color tones between the SC1 Creep and the buildings. Now look at the SC2 Creep and buildings. In SC2, the Creep is extremely dark which doesn't allow for shadowing on the texture, making it seem very flat. On top of that, the buildings are incredibly bright- even compared to the StarCraft 1 buildings, let alone the new Creep, which is why they seem so detached. There's no blend or anything, and that's what makes them look so odd. I'm sure with a few simple tweaks to the Zerg color palate on the buildings and Creep, it could be looking better in no time, without having to worry about adding anything drastic.
EXAMPLES OF THE CREEP IN SC2 GAMEPLAY (low quality video)
Video Link =
http://www.gametrailers.com/player/u...es/187689.html
1:38 Shows the first Zerg building animation. You'll see several more through the course of the video. The animation itself is quite nice, and though the quality's low, the translucent film over the pulsing insides is fantastic, but it looks like it's flailing around a bit as the drone transforms, rather than sucking nutrition from the Creep to grow.
11:40 & 18:02 A very brief but clear look at the Creep extending with a superbly fluid animation. This is something that looks absolutely fantasic so far.
EXAMPLES OF STARCRAFT ARTWORK AND GAMEPLAY
StarCraft Art
- This shows a nice thick Creep that sprawls over everything, buildings with veins and tentacles sinking in and drawing nutrients from the Creep, and it crawling out and expanding.
StarCraft Original Gameplay
- This shows the appearance of the Original SC Creep. It's lighter, and more organic looking, and still feels really thick.
StarCraft Original Gameplay
- The dead buildings help show the they're part of the Creep, and dependant on it for survival, as well as add a feeling of depth.
StarCraft 2 Gameplay
- Here the Creep seems more flat, and it makes the buildings seem like they're sitting on top of something, rather than drawing nutrients out of a lair of thick organic material growing over the existing land.
Project Revolution Hatchery
- Though StarCraft 2 should DEFINITELY have new models rather than direct 3D ports, this is to give an idea of how the Original Zerg buildings feel when seen in 3D, A lot is due to angle differences, but the main difference is that they had a slightly darker tone and overall color palate, while keeping the slick organic sheen, and seemed to meet up with the creep rather than just sit a top of it.
Project Revolution Spawning Pool
- Another example on color tones, and how the Zerg Buildings have tentacles and veins that literally root them into the creep to keep them alive and functional. Not meant to be a replacement for the SC2 model, just an example of tone, color use, and appearance of the original model fleshed out in 3D.
Project Revolution Creep
- It's a direct port of the SC1 texture, just a comparison to see how it looks in a 3D engine. SC2 Creep should still be different, but hold to the same general feel of a thick organic substance that's nutritious to the Zerg, and allows the buildings to grow, and produce units, etc.
EXAMPLES OF "NATURAL CREEP"
2 images generally lending to the thick, living membrane appearance and how it looks in real life.
Last Updated 3 / 17 / 2008
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